CTestScriptMgr::~CTestScriptMgr
0x0021a7d0 · 130 bytes · __thiscall
_ZN14CTestScriptMgrD1Ev
Decompiled
undefined (1 param)
/* CTestScriptMgr::~CTestScriptMgr() */
void __thiscall CTestScriptMgr::~CTestScriptMgr(CTestScriptMgr *this)
{
*(undefined ***)this = &PTR__CTestScriptMgr_002c7948;
if (*(int *)(this + 4) != 0) {
(**(code **)(*(int *)(g_pFileSystem + 4) + 0xc))(g_pFileSystem + 4,*(int *)(this + 4));
*(undefined4 *)(this + 4) = 0;
}
CUtlDict<int,int>::RemoveAll((CUtlDict<int,int> *)(this + 0x58));
CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
::RemoveAll((CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
*)(this + 0x58));
*(undefined4 *)(this + 0x70) = 0xffffffff;
CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>::Purge
((CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int> *)
(this + 0x5c));
*(undefined4 *)(this + 0x74) = 0xffffffff;
CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>::Purge
((CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int> *)
(this + 0x5c));
CUtlLinkedList<CLoopInfo*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CLoopInfo*,int>,int>>::
RemoveAll((CUtlLinkedList<CLoopInfo*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CLoopInfo*,int>,int>>
*)(this + 0x30));
CUtlMemory<UtlLinkedListElem_t<CLoopInfo*,int>,int>::Purge
((CUtlMemory<UtlLinkedListElem_t<CLoopInfo*,int>,int> *)(this + 0x30));
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.